Looking for ways to program, I stumbled upon 5 problems:1. Data writing and reading. Monotof made reading, but the data was preset.2. Conditions. GA managed to use them in his game.3. Continious input. JoBall showed that we can do it.4. Hiding pinks. If you cover a pink, it's still clickable. I was able to solve it.5. Loops. Nobody did it yet.

I thought: can the programming with physics be simple? Can we make it just with some parts/samples? It became my target, and I think it should be done. This way the physic programming can move from computers to real world.

Well, enough of these histrionics. Do you get the idea? I know that you won't do anything, but anyway here is my memory writer. It was the reason I made this discussion.-----------------LD35!

@kinlochI'm pretty sure it's about not using a single trigger at all, and if there are no collision triggers, it makes designing a challenge on some levels.See editor 1.06 for things that are 100% permitted.-----------------

Yes, I saw that one.@kinloch: I haven't stated it as a challenge. So if you are goind to build anything, you have no rules. But if you are asking for an advice, you may use no triggers at all.-----------------LD35!

I can't believe I still haven't said anything in this thread!It's quite the incredible goal to have, to program with purely physics.

I think we should first establish that Madball's information storage system in the first design is our official way to store bits.It's simple, effective, and can easily be expanded to an 8-bit system.Here's a clean, importable version:

Actually, I forgot about these ones!I was looking for a way to implement a full-fledged input without triggers, but it seems these generators/motors do it perfectly and don't allow unneeded things.(No, I don't know the difference)-----------------LD35!

The reason I created my ball dropper is because I don't like pinks - they can be clicked, but once they are, they are never to be seen again, and they don't allow keyboard input. Impulse generators, on the other hand, can be used time and time again, although they only allow keyboard input, so no Androids/iPods/anything without a hardware keyboard. Also, the bouncy brick allows balls to be returned instantly, rather than waiting for a carriage, and shows that return mechs don't have to be complicated elevators and such.

I'm planning to make all the operations be modules, and I'll make players able to place them in runtime. At first there will be simple modules, but if I'll be able, I'll make more advenced modules to optimise the programming.

If module. Idea: when a bit is "1", drops the byte down. For example, by tilting the conveyor.Lift module. Able to raise bytes.Inverted lift. Able to raise bytes, but placing on the right side of conveyor. Idea for this and previous: a list raises a byte, the conveyo ceiling stops it from rising until the byte is gone to left or right.Crossing. Transfers bytes from left to right and from top to bottom independently. I have an idea for it.

I'm busy this weekend, but I'll start working after. Let's hope one day I'll finish this Turing tar pit. :D-----------------LD35!

What I would really like is for the stoppage mechanism to be resettable, so circuits can be reused.-----------------If less people are active, that will only make for even less activity. Start making those designs!Currently working on a one-round no-elimination quick RP game...

New programming with physics... that seems to be failing.1. Click START.2. If you can see a slice of white in the middle container, click the pink to release the "prize" ball.3. Make your selection by releasing the correct blue.4. Make the enemy's selection by releasing a red, which is currently random. (You are not supposed to see it.)5. Click the pair (glued) below yours and theirs. The see-saw tips towards the heavier side.

I was trying to make the game Goofspiel without triggers. Goofspiel is a 2-3 player game, usually done with a deck of playing cards. Each player receives cards 1-n (usually n=13), and another suit also with 1-n is set aside as a "prize" deck. A "prize" card is upturned at the start of each round. Players then both select a card from their hand, and reveal simultaneously. Whoever played higher wins it.

Here, I was trying to make that work. However, there are a few bugs:• Sometimes, two whites or (rarer) two reds come out at once.• Often, the white will be incorrectly positioned on the see-saw.• Often, the white will not tip the correct way after the comparison.

Help please?-----------------If less people are active, that will only make for even less activity. Start making those designs!Currently working on a one-round no-elimination quick RP game...